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Topics - Soulmask

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Programming / Quick changes, Huge improvements
« on: April 13, 2015, 10:49:43 PM »
So now I'm pretty deep into development and usually programming simple things can take a long time, but there has been exceptions where huge improvements to the game where done very quickly. I have two on the top of my mind:

1. Main map navigation: I'm making a strategy roguelike, inspired a bit by dwarf fortress in that there is a "base map", where you do most of the gameplay and you have to navigate in it. At first I thought navigation would be super hard to do, but in the end it probably took me less than 30 mins to implement and now I could navigate through the whole map! I was pretty inexperienced in programming at the time compared to now, I improved a lot imo, but even in my noob programmer stage it took me less than 30 mins and map navigation is the first thing that gave me the feeling I was in a game when running my program! Sweet memories.

2. Font for ASCII games: For 80% of the dev time I was experiencing what I call "the blur". When I ran the game, the map was blurry, and I had this feeling like my game looked like crap, which my ego rationalized as non-sense, my game couldnt look like crap it was just because I wasn't used to it right? Well at one point when I finalized the first version of my "Character Sheet" menu, I looked at the first time my game with a lot of text in it, and the blur was still there! I thought the blur would be gone when reading text, but no. So now I thought, if it's blurry even when in mostly text form, it most mean the font itself sucks and not the characters/colors I chose for the actual ascii graphics. Took me 5 mins to find what I was looking for(I'm french so word for font is police in french, I also tried "ascii graphics" and "dwarf fortress graphics"), then I finally found I was looking for a new font, then it took me 10 mins to choose a new font: my only criteria was blurriness. To find blurriness I stood 5 feet from the screen, which maximised character blending and thus the blur, and when I found a font that had almost no blur(plus nifty semi-graphic walls(replacing line and double line characters)) and the actual implementation took me 2 mins(1 min because I forgot to add .png to the file address). Result? My game doesn't look like crap anymore! No blur at all, it even looked good. I had been working hundreds of hours and the biggest improvement I did took me 15 mins, and it's by far the most efficient improvement I've done so far. For reference I was using libtcod 12x12 font(the blur) and changed it to unknown curses 12x12 markvii walls font which can be found in the dwarf fortress wiki font page.

What are your stories about small improvements that drastically improved your games?

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Early Dev / Dark Lord
« on: March 12, 2015, 06:22:35 PM »
Hello I guess this is the official announcement of my game, which won't come out for a little while(stay tuned for more information!(tm))

I'm currently actively developing Dark Lord, and it's my first attempt at making a game. I'd call it an indie game with rogue-like inspiration(similar to dwarf fortress, which isnt a dungeon crawler(but adventure mode could be called rogue-like)). If I was to be creative, I'd call it a strategy roguelike, and it's called "Dark Lord".

First a little introduction, so I have to admit a lot of the inspiration in making the game was playing with dwarf fortress. DF is a landmark roguelike(even if its not a "traditionnal" roguelike) because it was deep(both in game content and literally digging deep :P), unique in being a fantasy "sim city" and it was made by only 1 guy. I'll start with the similarities. You start on what I call the "base map", this is the map you will build your base on, and it's "similar" somewhat in design with the gameplay of DF where you never leave the map(in DF you never leave the map that is, in my game you'll definitely can). Instead of a dwarf caravan, you start with your single lone Dark Lord. So except the base building(vs fortress digging) and the fact you spawn in a randomly generated map, and the fantasy settings of course, the broad similarities end here. First of all, you won't be digging rooms and there won't be different "Z levels"(I might implement elevation, but this will be implemented as a stat of a tile and not in different z layers). There will be a way to make mines, but you won't have a direct imput on their layout(this is a strategy game after all, while DF is more of a sandbox with a theme)(and also mine layout generation is not a priority at this moment :) ). So the main basic gameplay will be making your base and recruiting minions in various ways(I won't elaborate, I want to keep the mystery :D). Let's go into the more crunchy stuff... There will be a world map where you will send your minions on missions, such as trade with other civs, diplomacy, scouting regions to find hidden things, patrolling nearby regions to know if enemy forces are coming to your base and of course INVASIONS! Also, DF had a prob whenever you had too much Dwarves(mostly because of pathfinding), so the way to control this if it ever arise in my game, is that you will be able to send your minions to make camps on the map. You'll send a camp leader and some minions, and there will probably be different kind of camps(goblin camps being one). After all, Sauron's main base was barad dur and there most of it's minions weren't directly near it, they were spread all over Mordor, in many different settlements. Next, the combat. The combat will be turn-based, final fantasy tactics style(!!! I know right?) you will put minions in units, which depending on the size stat of the minion you'll be able to put multiple units in a tile or else they occupy more tiles. The magic system will have many different schools of magic, based on elements. Also, the way npcs will interact with you will be through text-based events, and thats also how diplomacy will work. I find diplomacy bouts in reality often revolves around a single issue or a few issues, and that is handled well in text. Often strategy games shoots a diplomacy screen with many different options, and most often than not that system doesnt work since either the AIs are pushovers or they're psychopaths. Last of all, as a bonus side-game, there will be dungeon-crawling. You'll send a party of minions(you can go too) with different roles, right now I have the spearhead role(the guy who goes first and open doors), the scavenger role(the guy who search for hidden loot and secrets), and the logistic guy(the guy who determines which loot is carried by which minion, since you probably wont want a goblin carrying a very high value item, also his perception stat will be of importance if one of your guys does try to steal something). It will have different floors with combat, traps and special events, also bigger dungeons might divide into branches.

I was a little worried about revealing a lot about the game in the development stage, but really if somebody beats me to make such a huge game and it ends up being good, then my hat is off to him. I think I have a good shot at finishing the game because I'm a very result and game design oriented programmer, and I have an easy time coming up with programming solutions. If I continue seriously to develop the game, the first alpha which will have the basic features and be able to win an actual game(the goal is world conquest) and will probably be around in december 2015. In order to finish a satisfyingly deep version of the game it will probably take me at least 2 years. You know the guy who did dwarf fortress did it alone, and in my opinion he wasted a lot of time making complicated stuff work, like temperature and fluid movement, and imo the fluid movement isnt perfect. Also, the game world generation is massive, but in the actual game in fortress mode, which is the better game, the game world is hardly even used. I'm a much more pragmatic guy. World gen will be directly focused with gameplay in mind, it will be compact, but still fun and be able to make complex or interesting maps. The creatures and minions will be a mix of the most defining LOTR and DND ones, and a lot of the common western mythology monsters will be there, with my touch of creativity of course :D . Also, while the development process has been slow at first, I'm picking up pace, and I really think I can make it(like I said this is my first game).

I made a youtube channel to market the game, right now it only has one video and although theres an image of Dark Lord on there you have a lot more info in this post. Nevertheless, I'd be grateful if you watched the video and maybe even Like and comment if you are excited about my game, I'd be ever grateful. Watching the video, I realise how much I can sound like a bum sometimes lol, but be assured, I'm 100% serious about Dark Lord.

So the video is not about dark lord itself but i do talk about the inspirations about it and a lot of the tips come directly from my development style, it's called 6 tips for indie game developers: https://www.youtube.com/watch?v=iHpuYiy_pg4
I hope I'm allowed to post a self-promotional video link...

Anyway this is definitely a big step for me, it's an official announcement and it's the start of my marketing(no shame). I hope I got you as excited as I am about this. Take care!

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Design / 4x roguelike
« on: September 14, 2014, 11:45:26 AM »
Hey im in the early development of my game called Warlock and I've wondered why there werent much 4x roguelikes made right now.
Basically here to gauge the interest in such a game, do people not want to make/play 4x indie games?

To explain why i call it a 4x roguelike, its essentially roguelike because if your main guy dies then its game over, and procedural generation/rng all over the place with ascii graphics.

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